Fully decked sorcs/BWs back on the top now with true strike slotted. Awsome fun..

Yah running BL+conq setup for the 12 then added 9% with True Strike... still get disrupted 4-5 times in a row on healers with high willpower every now and then but the investment feels worth it in most cases.

^ this for the first part.
But, in my case, I didn't felt investment worth.

Fully decked sorcs/BWs back on the top now with true strike slotted. Awsome fun..

Yah running BL+conq setup for the 12 then added 9% with True Strike... still get disrupted 4-5 times in a row on healers with high willpower every now and then but the investment feels worth it in most cases.

^ this for the first part.
But, in my case, I didn't felt investment worth.

Why so? I feel like the only people I truly notice disrupts on are high willpower healers (I can tell because spells will land on wounds healers) and def tanks... did you feel differently?

Yah running BL+conq setup for the 12 then added 9% with True Strike... still get disrupted 4-5 times in a row on healers with high willpower every now and then but the investment feels worth it in most cases.

^ this for the first part.
But, in my case, I didn't felt investment worth.

Why so? I feel like the only people I truly notice disrupts on are high willpower healers (I can tell because spells will land on wounds healers) and def tanks... did you feel differently?

Yeah. Those players that know the drill with point statwise allocation, mostly running trios and 6mans are giving hard time with disrupts.
With the natural base of willpower that is around 100-200, with few d/d points even clueless guardless squishies are sometimes a source of irritation, because rng god decided more then half of your rotation will be disrupted.

^ this for the first part.
But, in my case, I didn't felt investment worth.

Why so? I feel like the only people I truly notice disrupts on are high willpower healers (I can tell because spells will land on wounds healers) and def tanks... did you feel differently?

Yeah. Those players that know the drill with point statwise allocation, mostly running trios and 6mans are giving hard time with disrupts.
With the natural base of willpower that is around 100-200, with few d/d points even clueless guardless squishies are sometimes a source of irritation, because rng god decided more then half of your rotation will be disrupted.

But this can always happen. Even if disrupt rates are 5%. Play DnD and you will swear d20s are weight towards rolling 1s.

You guys should try play a melee heal wp/dok with 700-800 str (perma reduced by auras) vs melee weapon skill stacking meta and tanks. I am implying the avoidanc formula is to generous and it isnt a caster problem only.

Does anyone realize detaunting a player that has a dot on them still triggers Auto attack?
Is this suppose to be working this way?

Go dot someone, detaunt them, stand by them. You will still auto attack.
Go detaunt someone, without any dots, you will not auto attack them.

Broken? intended?

It's probably not intended. Instead of posting about it multiple times in every patch thread, have you considered posting on the bugtracker? Then the devs will have to look at it, and it will be on their list of things to fix.